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/vr/ - Retro Games


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6677132 No.6677132 [Reply] [Original]

or nah?

>> No.6677140

>>6677132
Yes, because amiga means “female friend” and everyone knows females make the worst platonic friends.

>> No.6677167

Good computer with some niche uses, but it was the wrong product for a time when the industry was moving away from custom architectures and toward standardization and interoperability.

>> No.6677173

>>6677167
that sucks, ive been catching up on the home computer side of game history and was kind of intrigued everytime i read about the amiga but it almost felt like there wasnt too much to say about it or too memorable. its funny how even the home computer dev companies were in mad dog races with each other over the tech.
>>6677140
lol

>> No.6677243

Cool computer for audiovisual edition actually.
Absolutely awful fanboy demographic when it comes to video games though. Some of the most bitter around.

>> No.6677331

The hardware was cool for the time but it wasn't served well by the software industry.

>> No.6677374

The unfortunate thing is that Amiga fanboys are bitter aging Yuropoors who are still trying to prove after 25 years that it can run Sonic and Doom.

>> No.6677713

in a better world Atari would've bought Acorn, rebranded the Archimedes as well as releasing an ARM-based game console, and wiped the Amiga off the map.

>> No.6677734

>>6677374
Or Americans whose dads worked at a TV station that used an Amiga for graphics.
Thing was pretty cool. I can understand why it got spanked by Windows, though

>> No.6677741

>>6677734
not just windows, x86 and graphics cards too. it was so ahead of its time in 1987 but commodore REALLY fucked up on updating the chipset.

>> No.6678404
File: 100 KB, 800x680, 1550726426257.jpg [View same] [iqdb] [saucenao] [google]
6678404

Shitty father

As in bad management.

>> No.6678437

The amiga 500 was the best computer ever. Only amerifats keep seething about amiga because they had nothing that did come even close to the superior european technology.

>> No.6678516

Let's do this.

https://www.youtube.com/watch?v=UmlGIoewQWI
https://www.youtube.com/watch?v=mbbkDEeolYg
https://www.youtube.com/watch?v=6RDgt26Zcio
https://www.youtube.com/watch?v=eOGxxYm4z5
https://www.youtube.com/watch?v=2dSIIu3SmaI
https://www.youtube.com/watch?v=tuJldAn0hR8
https://www.youtube.com/watch?v=0aBIfDZ8Llk
https://www.youtube.com/watch?v=uIjDBmz9ndU
https://www.youtube.com/watch?v=Wb6VvtAcmb8I

>> No.6678521

Amigay was always a piece of shit. 95% of people who owned it (and suck its dick on here) were just too retarded to comprehend the fact that consoles had better games and PCs were more powerful for productivity. Amigay was basically 2 pieces of shit in one box that died in 94.

t. Bong who owned real consoles and real computers.

>> No.6678523

>>6678516
JFC the sound out of that piece of shit is even worse than I remember.

>> No.6678528

>>6677132
interesting machine for the time, certainly not a piece of shit, but i think it's overrated, not bad, just people think way too highly of it, like it was hand crafted by god himself or something

>> No.6678535

>>6678516
What happens when US Gold buys a license for 20k USD and whips two British teenagers into porting Street Fighter 2 to the Amiga in seven weeks and they're given nothing but an arcade cab to play and try to recreate the game from memory.

>> No.6678537

>>6678523
not him but there's some excellent music made for it, most of it being shit is something that can be said for any platform, really
https://www.youtube.com/watch?v=LMM9jWRH_vY

>> No.6678539

>>6678437
amiga is american technology. the real superior european technology is this: https://www.youtube.com/watch?v=MNXypBxNGMo

>> No.6678548

>>6678535
Stop making excuses, Amigay was incapable of running a decent port of the most important game of 92 - SF2.

>>6678537
That's an awful piece of music, although it is admittedly playing quite well on that piece of shit. If you really want to talk about excellent music though, the conversation begins and ends with Aquatic Ambience from DKC. Talk about SOUL...

https://www.youtube.com/watch?v=TsNe0edwWcs

>> No.6678557

Not that guy but you were expecting a 1v1 conversion of a 1991 arcade game on 1985 hardware?

>> No.6678571

>>6678548
The Super Nintendo is five years more recent than the Amiga. Do you also dump on the Genesis for having a lesser soundchip than the PSX?

Though being honest, I'm not even an Amiga fan and I quite like how its instruments sound. It may be because I'm more familiar with the Demoscene output, but I've heard that machine sing well beyond its league.

>> No.6678575

>>6678548
1. the snes is newer than paula
2. that youtube video is an enchanced version of the track with replaced samples

i'm actually too young for amiga, born in 1990, but discovered the demoscene 15 years ago and have seen countless demos, and i'm endlessly fascinated with what can be achieved on such tight hardware
and there is some really cool music made for it
https://www.youtube.com/watch?v=0Jdi3I3Ep6k

>> No.6678582

>14 hardware revisions since the Amigay 100
>NOOOOOOOOOOOO NOT MY HECKIN AMIGAY 100

Snes was released in 1990 and managed to to faithfully execute the port with zero upgrades. Stop making excuses.

>> No.6678591

>>6678575
>born in 1990

Men are talking, that means fuck off, proto zoomer.

>> No.6678594

I've got an amiga, it's cool and fun

>> No.6678596

>>6678575
>born in 1990
Back to /v/ then ZOOMER

>> No.6678601

>>6678591
the only age restriction here is 18+, if you have a problem with the rules, take it to /qa/

>> No.6678605

>>6678601
I don't have a problem with the rules, I have a problem with your newfag ass opining on shit you know nothing about.

>> No.6678607

>>6678605
hey man, if i made a mistake in my post, i'm all ears, i'm here to converse, not lecture

>> No.6678608

>>6678605
Get him bro! Get that zoomer

>> No.6678609

>>6678591
boomers are hormonally female. high-T autists who like computers older than them are real men.

>> No.6678612

>>6678605
lmao calm your little self down, baby boy

>> No.6678617

>>6678609
You have to go back.

t. Gen Y master race.

>> No.6678620

>>6678612
You’re the baby you fucking zoomer! You’re the baby diaper boy! Not me!

>> No.6678621

>>6678617
anon... gen y is millenial... which includes 1990

>> No.6678630

>>6678607
Your mistake was caping for Amigay, which was destroyed by the SNES in terms of ports, sound & graphics. The only thing Amigay had going for it was nothing. Precisely zero reasons to own one at any point in its short useless life.

>> No.6678636

>>6678621
The term Millenial is a jewish invention of the late noughties.

Born in the 80s = Gen Y.
Born in the 90s = Proto zoomer worthless piece of shit Amigay loving cocksucker AKA not retro.

>> No.6678642
File: 28 KB, 680x657, download (13).jpg [View same] [iqdb] [saucenao] [google]
6678642

>>6678630
a console release several years later made for the express purpose of running games, backed by an international gaming company... has better games?

>> No.6678643

>>6678630
It lasted nine years (1985 to 94). The SNES lasted eight years (1990 to 98).

>> No.6678659

>>6678636
imagine being this butthurt being called a millennial

>> No.6678660

Asking the Amiga to do CPS-2 games was quite ridiculous in of itself, but it surely didn't help when the porting was being done by inexperienced kids who didn't have the time or resources to do the job properly. Remember that it was mid-80s hardware and arcade game technology was advancing by leaps and bounds back then. It could do 8-bit games like Arkanoid and Bubble Bobble quite fine, when you got into arcade games that used a 68000 it was getting to be too much.

>> No.6678669

>>6678642
Amigay 600 & 1200 were released in 92. Try again.

>>6678643
SNES wasn't discontinued till 2003. This is why you have to go back.

>>6678660
So why did it try to do CPS-2 games? The SNES ran SF2 just fine on a chip fabbed in 83, ffs.

I haven't seen Amigay coping like this since 1991, desu.

>> No.6678673

You should have heard the stories from programmers.

>be forced to finish the game in two months tops
>have nothing but an arcade cab
>no source code, art assets, or hit box charts
>on home computer hardware that was already old as the hills by the time they were doing the port
>publishers like US Gold didn't care, likely they never even saw any of the games running--they knew they could sell it based on the name alone

>> No.6678676

ITT: Amigays cope with being fobbed off with shovelware.

>> No.6678682

>>6678669
Why do you hate the amiga so much anon, is it because you don't have one? I hate to imagine the hot impotent tears running down your chubby little cheeks, let's try and resolve this

>> No.6678684

>>6678669
>So why did it try to do CPS-2 games?

It's like I said. Publishers would buy a licence for £20k. That the hardware couldn't pull off the game was irrelevant to these guys. I mean, seriously. Capcom didn't even put SF2 on the NES because they knew it couldn't do it, and yet somehow we were expected to believe the ZX Spectrum could handle it?

>> No.6678691
File: 1.97 MB, 500x339, 1546529973410.gif [View same] [iqdb] [saucenao] [google]
6678691

>>6678548
>>6678537
https://youtu.be/cLKo5kYcCqA
https://youtu.be/b_ScH9Cd6sM
https://youtu.be/j951vTmOboI
https://youtu.be/ZyC4jhn1dzM
https://youtu.be/SieYQrItR68
https://youtu.be/bmi0J81okYA


https://youtu.be/joUAXVBvF40
https://youtu.be/kbYU8-H4BpI

The Amiga has some pretty good tracks. Especially in the Demo Scene. One thing I don't understand is why many amiga games have such a limited audio library for their tracks. When I worked with the mod plug tracker to make my own tracks I could use any sound sample I wanted. So I could have made better tracks like snes music easily.
But many amiga games seem to use a default sound library.

>> No.6678697

>>6678682
I had a Macintosh, a 486, a Sega System, a NES, a Megadrive and a SNES. Why the fuck would I want a hot piece of garbage such as an Amigay?

>> No.6678701

>>6678669
it was a hugely popular game
this meant guaranteed money, so of course every platform needed a port, didn't matter how bad it was
what do you think was going through their head when they made a gameboy port of it?
https://www.youtube.com/watch?v=wwkQu_qSjg4

>> No.6678707

>>6678701
That Gameboy port wasn't 1/10th as bad as any of the home computer ones. For one thing, Capcom made it themselves with professional programmers who had access to the arcade game assets and plenty of time to finish it properly. Also the Gameboy was only two years older than the arcade game, not 6 years older in the Amiga's case or (eek) 9 years older like the Spectrum and C64.

>> No.6678710

>>6677132
I can't say too much about the Amiga, but I liked about every game from the Amiga that has been ported to the Genesis. And Jim Power had visuals like a mutha for it's time released, hard as hell though.

>> No.6678712

>>6678701
What was going through their head? Probably something like "LOL this handheld is clearly 12 times more powerful than that PC clone Amigay piece of shit. Let's crack out a decent port and show them how it's done."

>> No.6678725

>>6678712
The Gameboy is an 8-bit machine based on a Z80 derivative CPU. On paper it's much less than the Amiga, but it does have hardware specifically optimized for scrolling+sprite games. It's also considerably easier to code for and requires fewer jumping through hoops to accomplish something, and in general its design feels a lot more modern than the Amiga and its extremely hacky architecture which is filled with "gotchas." Actually the SNES has this problem too. It's also a really hacky machine that's difficult to master and in some ways less modern than the Gameboy.

>> No.6678731
File: 10 KB, 202x249, fag.jpg [View same] [iqdb] [saucenao] [google]
6678731

>>6678617
>gen y
>"master race"
lolnope

>> No.6678743

David Crane complained about arcade ports back in the Atari days. He said "The hardware isn't powerful enough; we're wasting our time with this stuff. We should be making quality original games on home systems instead."

>> No.6678750

>>6678725
Well the SNES does trace its lineage back to the 6502. The lesson here is the Amigay overreached. Tbf, the company was run by scumbags aiming for the lowest common denominator and thus they missed the target in both games and productivity. Shame really, because they had a decent bunch of engineers in the 80s.

>> No.6678752

>>6678669
>SNES
>1983 chipset
Uh...

>> No.6678757

Some amiga demoscene tracks:
https://youtu.be/Mf5yFC_gNzs
https://youtu.be/7Zsoi507vTs
https://youtu.be/a9kxDk3sgx0
https://youtu.be/HKxjbfoOxuU
https://youtu.be/RPdB_zdyMbM
https://youtu.be/mbzQKkbEu1w
https://youtu.be/HdKSJ744wBM

>> No.6678760
File: 30 KB, 293x332, fucking zoomers aint know shit.jpg [View same] [iqdb] [saucenao] [google]
6678760

>>6678752
jfc

>> No.6678761

>>6678669
>Amigay 600 & 1200 were released in 92. Try again.
You wouldn't have put these games on those, everyone targeted the A500 because it vastly outnumbered every other Amiga model and comprised most of the market.

>> No.6678771

>>6678760
This is a troll, right? A CPU is one small piece of a machine. Let's see how well you could recreate SF2 on an original Mac 128 from 1984 because it uses the same CPU as CPS-2 boards.

>> No.6678772

>>6678771
>Oh yeah? Well if I’m wrong, why don’t you prove it by re-engineering a 30 year old game!

>> No.6678774

>>6678761
The A500 ran on the same chip the Megadrive did. Zero comparison.

>>6678771
And yet the SNES did run on a chip from 83, exactly like I said it did.

>> No.6678775

>>6678774
>mega drive
You mean the power base

>> No.6678778

>>6678775
Yes I meant the Power Base High Definition Graphics. My bad.

>> No.6678783

>>6678760
the most important chip is the graphics chip, not the cpu, this is a video game console we're talking about, not a workstation

>> No.6678784

The original discussion obviously involved the Amiga which also has the same CPU as CPS-2. What really counts here are your sound and graphics chips, the CPU is secondary (that's like saying a football team only consists of the quarterback). The Amiga in particular has pretty limited sprite hardware. There's eight of them with a size of 8x200 pixels. The Mega Drive for comparison has 80 sprites with a size of 16x16 each (eight per line). It's also much easier to scroll the screen around on the Mega Drive and it has port-mapped video RAM which doesn't eat CPU cycles.

>> No.6678789

>>6678783
I think you meant to >> the guy who brought up CPUs.

*spoiler*

I'm not that guy.

>> No.6678793

>>6678784

And yet the Amigay was always sold as next level graphics and ITT you can find many retards extolling the virtues of its garbage sound chips.

I'm just pointing out that the Amigay was left in the dust by all its competitors out of the gate, despite its 15 or so revisions.

>> No.6678801

As I see French love the Amiga a lot so it must be an abysal piece of shit.

I am french

>> No.6678802

>>6678789
yea, whoever thought the snes ran on '83 tech because of it's cpu really has no idea how video games work

>> No.6678813
File: 33 KB, 478x236, SNES IS 3RD GEN.jpg [View same] [iqdb] [saucenao] [google]
6678813

>>6678802

And yet its chip was fabbed in 83.

>> No.6678815

>>6678801
LULZ. I have a copy of Shadow of the Beast for sale. Only dropped once.

>> No.6678847
File: 84 KB, 1512x823, diagram.png [View same] [iqdb] [saucenao] [google]
6678847

>>6678813
that's not the snes's graphics processor
the S-PPU's are where all the cool shit happens
you think it does all those sprites and mode 7 in software on it's paultry 2.9MHz cpu? (note that even that is actually modified for the snes with features specific for gaming, like HDMA)
do some research
https://www.youtube.com/watch?v=57ibhDU2SAI
https://www.copetti.org/projects/consoles/super-nintendo/

>> No.6678868

>>6678847
Look, faggot, I never said that was the SNES PPU and the fact remains that the SNES is 3rd gen and running on a 3rd gen CPU. Any CPU grievances you have should be directed at this cope.
>>6678660

>> No.6678886

Yeah the SNES has a customized 65816 with on-chip DMA and hardware multiply/divide. The 65816 by itself is a rather shitty CPU.

>16-bit registers
>no hardware multiply/divide in stock form
>64k memory segments like a 286 PC

The 68000 by comparison has 32-bit registers and completely flat memory.

>> No.6678896

>>6678868
and all i'm saying is that a machine made in 1990 for the express purpose of playing games should be expected to be able to handle games better than a machine made in 1987 not made exclusively for games
saying amiga is shit because it can't keep up with a snes is really quite nonsensical

>> No.6678906

>>6678793
Not true btw. In 1985 it looked absolutely jaw-dropping against everything else at the time. Problem was, they didn't update it and it became obsolete and surpassed in a couple of years.

>> No.6678921

>>6678896
And the Amigay had plenty of manufacturer revisions after 1990 on top of being upgradeable out of the box, none of which match up to a SNES running 1983 chips.

Tell me again why it isn't a piece of shit.

>>6678906
Yeah Trammiel jewed the shit out of his own company. Imagine Nintendo sidelining a piece of man power like Miner.

>> No.6678929

The SNES was mostly developed during 88-89 and launched in Japan in 1990. No idea what this anon is getting 1983 from. The NES came out in 1983.

>> No.6678935

>>6678929
his 1983 number is from the fact the snes' cpu is based on a design from 1983 (but modified with DMA/HDMA to suit the dual-bus system in the snes, which is desiged to cut the cpu out of a lot of graphics operations, go figure)

>> No.6678940

>>6678935
Then by that retarded logic you could just say the Amiga was from 1980 since that was when the 68000 was first introduced.

>> No.6678948

>>6678929
>>6678935
"his 1983 number is from the fact the snes' cpu is based on a design from 1983"

Keyword: FACT.

>> No.6678953

>>6678940
yes, i'm with you against this guy, i've been arguiing with him about how little the cpu contributes to what the snes can do, the most important part of the snes is it's graphics subsystem

>>6678948
yes, the central processor core is from 1983.
that doesn't mean the snes as a whole is 1983 tech, the cpu is not even a very important component of the system

>> No.6678958

>>6678921
Well no it wasn't that upgradable due to the custom chips. And that's one reason it died to PCs. Custom chips make it very hard to expand or upgrade something very much. Also Tramiel was expelled from Commodore before they bought the Amiga out, he never had any involvement with that. Commodore had been working on next-gen computers including a workstation based around the Z8000 (what a terrible idea that would have been) and then figured it was just easier to buy an existing design from somewhere.

>> No.6678996

>>6678813
>>6678802
thats the year I was born, and the snes is my fav console, next to PC and dreamcast

>> No.6679004

>>6678847
>>6678953

The diagram clearly illustrates the fact that all other components run through the CPU. Try and run any system without the CPU and see how that goes.

>>6678958
Upgradable is binary, either something is or isn't upgradable. Tramiel's suit against Commodore (a company he founded) resulted in Amigay development being halted.

>> No.6679017

>>6679004
>The diagram clearly illustrates the fact that all other components run through the CPU.
look up what a computer bus is, as well as what dma does, then get back to me
>Try and run any system without the CPU and see how that goes.
the cpu is not in charge of the B bus, there's a reason there's two buses in the snes

>> No.6679038

Commodore didn't do any R&D development mostly because Irving Gould and Mehdi Ali spent all the money buying themselves private jets and beach homes in Hawaii.

>> No.6679058

>>6679017
Yeah and the reason is people aren't psychic and able to control the B bus with the power of their mind, hence the control pads plugged directly into the CPU. Get back to me when you've graduated from the short bus.

>> No.6679075

>>6679058
you have a lot of things to learn about how video game systems work, i'll leave you to your research, or ignorance, whichever you choose

>> No.6679086
File: 12 KB, 251x306, nigger you can go now.jpg [View same] [iqdb] [saucenao] [google]
6679086

>>6679075
What I don't need to learn is the fact that video game systems are useless without controllers.

>> No.6679089

Of course the CPU did play a part in things, that's why the SNES is plagued by horrible slowdown and is generally a royal PITA to code for. As noted before, the 68000 predates the 65816 by a couple of years but is better than it in every conceivable way. Arguably the 65816 was just a hack of the 6502 and the SNES in general feels like a tarted up 8-bit system.

>> No.6679119

>>6679089
The chip was 20% cheaper than the 68000, proving the necessity of it. Or else they could have just not used any chip and sold a grand total of one entire system to Uri Geller.

>> No.6679156

Yamauchi originally wanted a 68000 based machine with advanced sound and graphics features and backwards compatibility with the NES. This was completely impossible and would have bankrupted Nintendo. NES compatibility also wouldn't work due to the NES's unique dual bus architecture, so that also had to be abandoned. However the cutting edge sound and graphics chips were still pricey so finally they had to settle for the cheaper 65816, albeit a custom unit with an added hardware multipy/divide feature.

But yeah, the 65816 is functionally a 6502 that can do 16-bit math and be able to indirectly access 16MB RAM by paging the chip's 64k address space. The data bus is even still 8-bit.

>> No.6679192

>>6679156
The similarity between the NES & SNES chips allowed developers to leverage experience and tools designed for the NES. Plus the 65816 is faster at accessing memory and registers than the 68000 at the same clock speed.

http://westerndesigncenter.com/wdc/AN-001_%20Instruction_Level_Performance_Comparisons.cfm

>> No.6679220

The SNES has the same 8x8 or 8x16 sized sprites as the NES but can have up to 32 per line. The MD has larger 16x16 sprites but only 8 per line. So in general the MD is better for stuff like beat-em-ups where you only have a few large sprites moving around but the SNES is better at situations with a lot of small sprites eg. genres like shmups.

>> No.6679240

>>6679220
>but the SNES is better at situations with a lot of small sprites eg. genres like shmups.
I beg to differ on that one. Gradius III for example has so much slowdown that it drives you batshit. Slowdown on the SNES was not a meme, it was a huge problem and sports games especially were almost unplayable on it.

>> No.6679259

>>6679220
the problem with lots of independent sprites is that chances are you're going to need the cpu doing a lot of work figuring out how they should move, and the snes doesn't have a very fast cpu
so while the ppu can handle lots of sprites, you're limited in how exactly you can use them since you only have so much cpu time to actually figure out their placement

>> No.6679274

>>6679259
I was told the cpu is not even a very important component of the system. Are you saying I was lied to?

>> No.6679279

>>6679274
it's not the single most defining factor of what the snes can do
it's not comparable to machines from 1983 at running games

>> No.6679287

>>6679279
But it is a factor?

>> No.6679289

>>6679287
yes, of course it is

>> No.6679291

>>6679274
WHy would I care about what some retard told you. i hate you. YOU FUCKING SUCK!!! I HATE YOU!!!! YOU TALK LIKE A FUCKING SMUG RETARD TOO!!! FUCK!! DIE!!!!

>> No.6679296
File: 1.85 MB, 640x450, Bill Clinton is a child rapist.gif [View same] [iqdb] [saucenao] [google]
6679296

>>6679289

>> No.6679334
File: 14 KB, 400x300, i win again.jpg [View same] [iqdb] [saucenao] [google]
6679334

>>6679291

>> No.6680262

amiga games feel like european shovelware to me. it's hard to find even one single stand out title. that and nearly the entire library is PAL only.

>> No.6680417

>>6678921
>>6678793
>>6678750
>>6678676

>Amigay

Yes, very.

>> No.6680463
File: 14 KB, 640x400, WeirdDreams_Amiga_03.png [View same] [iqdb] [saucenao] [google]
6680463

i was playing weird dreams on my A600 earlier, dunno if i'll ever beat it

>> No.6680492

>>6677132
>or nah?
nah, had a small window of time were it could compete with the consoles for arcady stuff and with the pc for more deeper stuff and produced some great games.

>> No.6680514

>>6680492
2 whole weeks in 1987.

>> No.6680569

>>6680514
monkey island 91
lemmings 91
populous 2 91
m.u.d.s.90
stunt car racer 89
falcon 89
turrican 2 91
so from 87 till 91

>> No.6681378

>>6680569
Flashback, Sensible Soccer, Pinball Dreams/Fantasies (1992)
Cannon Fodder, The Chaos Engine, The Settlers (1993)

>> No.6681562

>>6680569
Speedball 2
Ice cream
Ice cream
FA18 interceptor
Fighter bomber
It came from the desert
Syndicate
Another world
TV sports basketball

>> No.6681581

>>6680262
>that and nearly the entire library is PAL only

It uses a RGB monitor, it's not a C64.

>> No.6681584

Amiger

>> No.6681593

>>6681562
>>6681378
>>6680569
Most LucasArts, Microprose, and EA titles.

>> No.6681597

>>6678691
>One thing I don't understand is why many amiga games have such a limited audio library for their tracks
You couldn't just download samples off the internet back then. You either had to own expensive synths and record your own, or you had to steal samples from other modules, which wouldn't have been legal for a commercial product (even in demoscene, musicians got called out for ripping).
If you had $6000+ synths, you were probably doing something more profitable than making computer game music.

>> No.6681604

A lot of the time they just used the stock samples that came with ProTracker.

>> No.6681625

>>6680463
The Amiga was really best at these kinds of games. It just couldn't match consoles when it came to jump and run stuff.

>> No.6682018

Most European Mega Drive games were made by veteran Amiga coders who knew the 68k really well.

>> No.6682041

>>6682018
As has been mentioned before, console games didn't really take in Europe for the longest time. Nobody cared about the NES here. We hardly got any games, usually just butchered PAL conversions three years late and the general attitude was that it was outdated early 80s rubbish and why would you possibly want that when you could have an Amiga instead? The Mega Drive actually impressed us, although its games were still pricey and you couldn't pirate them.

>> No.6682045
File: 2.54 MB, 680x480, turrican.webm [View same] [iqdb] [saucenao] [google]
6682045

yes

>> No.6682050

>>6682041
>why would you possibly want that when you could have an Amiga instead?
Between shitty PAL versions of great games and the average Amiga title I'd rather have the former.

>> No.6682051

>>6682041
>Nobody cared about the NES here
yeah that's called a coping mechanism the brain does to protect itself

>> No.6682056

>>6682045
The person playing has non-existent reaction times. How can someone be so bad at the game?

>> No.6682061

>>6682045
>health is ticked down per frame damaging object is colliding with player sprite
Name a worse gameplay design choice.

>> No.6682075

>>6677140
>it's really good looking but something something

>> No.6682201

Even worse was the high # of Amiga ports that were copypasted (often poorly) from the Atari ST.

>> No.6682217

But seriously, why are so many Amiga games such excellent examples of how not to design a game? Even by people who you'd expect to know better. And how did US Gold manage to get so many licenced for ports and licenced games? Did nobody ever look at their previous work before signing them up, or were Factor 5 too busy?

The logic seems to be that they can't get smooth frame rates at full screen, so they have to fill the space with something, but if you put a panel at the side you either have to use up valuable hardware sprites or do away with hardware scrolling. But to be honest it seems to me that most of these programmers never even heard of hardware sprites or hardware scrolling. Then again the Bitmap Brothers managed without and didn't do too badly. But "M. R. Chudley" knew well enough to get good nearly-full-screen performance on Wiz'n'Liz so IDK what his excuse is for Killing Game Show.

>> No.6682220

>>6677132
No one knows what an Amiga is, you gotta know what a crumpet is to understand Amiga.

>> No.6682223

>>6682217
combination of time pressure and maybe the coder(s) not being up to the job? still doesn't excuse how many times this happened, even allowing for the limitations of the hardware (yes the Amiga could not do a 1:1 conversion of SF2, still doesn't excuse the rubbish we got). the only good part was that you could just pirate games and not also pay the ripoff price that was asked for the things.

>> No.6682242
File: 251 KB, 1280x720, 691106.jpg [View same] [iqdb] [saucenao] [google]
6682242

The #1 warning sign that a game was going to suck was the presence of a huge giant score box often with the MC's face on it. When you saw that, you knew you may as well just pirate the thing and not bother spending actual money on it.

>> No.6682249

>>6682201
I spent quite a bit of time disassembling Bubble Bobble and it's quite obvious where they modified the Atari ST code for the Amiga (remnants of code for moving software sprites and whatnot), although at least they bothered using the blitter.

>> No.6682265
File: 55 KB, 1506x452, ng8589t.png [View same] [iqdb] [saucenao] [google]
6682265

Somehow I don't think he's likely to get sued for releasing the source of Strider.

>> No.6682272 [DELETED] 
File: 61 KB, 560x384, 967048-gold-rush-apple-ii-screenshot-game-over.png [View same] [iqdb] [saucenao] [google]
6682272

While we're on it, is there any retro machine with as puke-inducing of a colour palette as the Apple II? Some fantastic games on there I'll admit, but lord those colours would be hard to take.

>> No.6682276
File: 32 KB, 668x501, treevillage.gif [View same] [iqdb] [saucenao] [google]
6682276

>>6682272
ZX Spectrum. No contest.

>> No.6682282

I don't think most people minded the Apple II's colors anyway since most you used them in a school computer lab with a green monochrome monitor.

>> No.6682291

The Apple II was the king of computer gaming in the late 70s but the Atari 8-bit and C64 soon surpassed it. At that point I can't think of any advantage it offered other than 2-button joysticks.

>> No.6682293

>>6682282
Hey, some of the ones in my school's computer lab had amber monochrome monitors! But IIRC the majority were indeed green.

>> No.6682343

What truly disgusts me is that all the good Amiga developers from back in the day don't exist anymore while Tiertex is still around making mobile games. There is no god.

>> No.6682356

>>6678516
Poor Richard Aplin. He tried his best under the conditions he had. And let's be perfectly honest that a beat-em-up is a fairly challenging thing to make, it's much more technically difficult than a shmup. I'll add that Final Fight runs in 512k while the Amiga SF2 needs 1MB and does fit in more moves, animation frames, and music.

>> No.6682361

To give you an idea, RA left some space in Final Fight to fit in game music, and the publisher promised they'd send him a musician which they never did so the game only has about three sound effects in it. He also acknowledged that he was not personally a fan of beat-em-ups and didn't really see the appeal of them.

>> No.6682392

>>6682242
this has got to be the biggest unwritten rule for me when it comes to gaming. if a whole fifth of the screen is covered by a status bar that could have been a regular life bar and score keeper you know its shit.

how to guarentee its shit?
slap the main characters face in it

>> No.6682493

>>6682045
>tanks nearly everything like they don't even know it's there
good job lasting less than a minute

>> No.6682496

>>6682061
no i frames
... oh wait

>> No.6682745

>>6682493
not my fault the game is shit

>> No.6682749

>>6682745
you're not wrong, you didn't make the game
it is you're fault that your shit though

>> No.6682803

>>6678516
>Uncensored Jessica
Yep, Amiga is Chad-tier

>> No.6682817

>>6678548
>DKC
Cringe nintenbaby
That shit is boring as fuck literally baby's first chillout music track

>> No.6682851

>>6678921
>plenty of manufacturer revisions after 1990
Most SNES carts had helper chips too
Amerifat SNESfags are a sad bunch

>> No.6682857

>>6682749
no

>> No.6682931

>>6682056
Reminds me of a playthrough of SNES Dragon's Lair I watched. The guy must have pressed buttons until he discovered the axe throw, then assumed that this was the only attack available and proceeded to play the game.

He rightly concluded that the game sucked balls but he went through much of the game seemingly unaware that you could slash with your sword.

What a fucking idiot. I wonder what he would have made of the password entry system.

>> No.6682972

>>6677132
Just like the NES was a piece of shit? What kind of question is that? It was an open platform, so naturally you have tons of septic tank tier shit. Same with PC. I wasn't much into gaming on the Amiga(rather professional use), but there are some great titles.

>> No.6683131

>>6682851
Except I'm not American.

>> No.6683204

>>6679220
this is totally wrong. MD can do 20 sprites per line and they can be any size, though it's limited to forty 8x1 chunks of sprite data per line. SNES does 32 sprites per line and 34 8x1 chunks; considering the genesis's larger resolution it's not that big a difference.

the real difference is that the SNES caches sprite metadata on the PPU, freeing up VRAM bandwidth for the 2bpp layer (which the genesis doesn't have). the flip side is that sprite metadata on the SNES is much jankier as a result and added overhead to game engines, while on the genesis it's nice and clean and does everything you want.

>> No.6683228

>>6683204
What is sprite metadata? Frame sequences, changes in hitbox size, etc?

>> No.6683239

>>6681597
yet another reason why every system back then should've used yamaha 4-OP FM.

>> No.6683312

>>6683228
everything about a sprite except the actual bitmap data itself. i.e XY position, dimensions, subpalette index, horizontal and vertical flipping, etc. and above all, which bitmaps in VRAM it points to for the sprite image data.

the main differences were that SNES sprites could only address a quarter of the VRAM and could only have square dimensions, while genesis sprites could address any part of VRAM and be any shape.

>> No.6683348

>>6683312
another difference was that that SNES used bitplanes instead of packed pixels, which was worse for compressing graphics. I think one reason the genesis was perceived as more powerful early on was because it could cram a lot of content and polish into a 1-megabyte cart more effectively than the SNES could; SNES games at that cartridge size are a bit lackluster compared to things like gunstar heroes, TFIV, and shinobi III (and sonic 1 was only a half-megabyte). then as ROMs got bigger the SNES pulled ahead with its larger palette and special effects.

>> No.6683520

>>6683348
Grown up with 68k asm. Never been impressed with the SNES due to its ridiculously slow CPU.

>> No.6683627

>>6677132
Best value home computer of the time

>> No.6684058

>>6683520
it's really just that sega fucked up by not giving the genesis more onscreen colors, which made genesis graphics really bottlenecked. fix that one thing plus the gritty sample playback and I'd say genesis is a better console despite all the SNES's extra features. of course the main thing SNES had going for it was the backing of the big japanese devs.

>> No.6686387
File: 12 KB, 251x180, doom.jpg [View same] [iqdb] [saucenao] [google]
6686387

>>6682242
>Say that to my face

>> No.6686456

I personally like the MD because it's so much easier to code for and in general the game library is more interesting to me (except Sega first party is no match for Nintendo first party).